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Reminder: 0 days left til MS3 release

Thu, 17 Dec 2009 11:44:58

RambOrc

Today is the 17th and as you know Korax Birthday is traditionally on the 27th (release date of KMOD 1.0 in 2001), and I'd say with a bit of effort we are on track, provided we can internally release the stuff to be tested by the beginning of next week, so that worst bugs can be identified and fixed before we put it on the website.
Thu, 17 Dec 2009 18:50:52

Firebrand

OK, got it, I'll try to work a bit faster to get it done <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, thanks for the reminder.
Thu, 17 Dec 2009 19:04:09

RambOrc

There is only one major thing left, the fighter weapon belt, if you think you can't finish it by the end of the week, we'll leave it out. There are quite a number of features already to test.
Thu, 17 Dec 2009 21:59:35

Firebrand

It's coming along nicely, I want to adjust some things before doing the internal release, I'll try to get it done on Sunday or Saturday, or post the internal release without it anyway <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I still have to download the stuff that is already done for the milestone 3 from KDev and pack it up.
Thu, 17 Dec 2009 23:38:45

RambOrc

Also, if you can try and place a couple of warrior weapons into the necros hubs so the system can better be tested in-game.
Fri, 18 Dec 2009 13:44:03

Firebrand

Actually that can be a bit more tricky, some more weapons besides the originals need to be implemented in game (even with small variations on sprites), actually the game only has "debugging" weapons implemented they do exactly the same as the originals, heh! <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 18 Dec 2009 14:27:19

RambOrc

It doesn't matter whether the weapons have any different graphics or stats at all, only that the system where the fighter has a certain weapon in his belt can be tested. I guess having a different name (e.g. "timon's axe" can be swapped with "tina's axe") is sufficient for this. Or did I misunderstand you?
Fri, 18 Dec 2009 16:10:14

Firebrand

Nope, that's how it is implemented in game now, it will remain as it is then, I'll just add some pickups here and there then on the maps.
Fri, 18 Dec 2009 19:46:53

Firebrand

OK, I've uploaded an internal version of the MS3, it has the maps Ramborc provided, the graphics and some functionality of the fighter's arsenal screen and some bug fixes for the status bar errors I discovered, I've also imported the travel map graphics from the artistic version I made, I tried to use the travel map and it spots several way points, but none other than the first one takes me to any maps. I'm sure that it's incomplete, but I think I would mention it anyway <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. It feels as a real hub IMHO, if you have any problems with this let me know. It's here: [url:226p7tff]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/KoraxRPG_20091218.zip
Fri, 18 Dec 2009 21:07:25

RambOrc

1) Looks like I forgot to set the linedefs for entering the travel map to "repeatable", this needs to be corrected on both town maps. 2) When I try to enter the travel map from the village, the game quits because there is no map point defined. 3) On the travel map, only a very small part of the map is visible, i.e. resolution needs to be resized or something. 4) On the travel map, all I could do was enter the port city or not do anything. 5) Setting default values for fighter at character creation screen gives me 0 for all attributes. 6) Not needed to be fixed for MS 3: battle rage and health are not necessary on the character creation screen, only the 6 D&D attributes. Health and battle rage are calculated from those basic attributes anyway. 7) On the first map of Necros, there are 3 slot 2 and 3 slot 3 weapons (one for each class), replacing the non-fighter ones with placeholders would allow quick testing. <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) --> IIRC Hexen II has a sand floor texture, it should be used to replace the standard out door flooring of Necros (it is ruins in the desert after all). 9) On the second map, the ice cavern, there are a lot of mage sprites, I think those should be some kind of ice stalagmite.
Fri, 18 Dec 2009 21:57:45

Crimson Wizard

[quote="RambOrc":1fhgtqbb] 2) When I try to enter the travel map from the village, the game quits because there is no map point defined. In fact, this roadmap is the one I used for testing a big while ago, no wonder it is not compatible with our maps <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. [quote="RambOrc":1fhgtqbb] 3) On the travel map, only a very small part of the map is visible, i.e. resolution needs to be resized or something. Also... can it be I forgot to program map scrolling... <!-- s:-k --><img src="{SMILIES_PATH}/eusa_think.gif" alt=":-k" title="Think" /><!-- s:-k --> most certainly. [quote="RambOrc":1fhgtqbb] 4) On the travel map, all I could do was enter the port city or not do anything. There's a strange glitch, you have to press direction button 2-4 times before it starts to blink at lets you go elsewhere.
Sat, 19 Dec 2009 13:33:43

RambOrc

Yep, that did the trick, could travel the roads now. How do you go e.g. North-West from a junction?
Sat, 19 Dec 2009 14:24:29

Crimson Wizard

[quote="RambOrc":1b3zxh4h]Yep, that did the trick, could travel the roads now. How do you go e.g. North-West from a junction? By pressing 2 directional keys at once.
Sat, 19 Dec 2009 16:48:29

Firebrand

The travel map feature is very good, it's the first time I played with it, I think it works fine as it is, but maybe for the future some things could be implemented, just to name a few: - We could create a series of 'generic' location maps and make random encounters with enemies, making them sparing enough so that they aren't repeated too often. - Discovery of new locations or secret places through walking to a certain location, this could create some atmosphere of exploration. I'll get to fix the mapping problems Ramborc described, BTW, you can already test the fighter's belt if you drop the console and type the 'gimme weapons' cheat, this will give you all the debugging weapons and you can see how it works as of now.
Sun, 20 Dec 2009 00:57:51

Firebrand

OK, fixed the bugs on the maps and the problem with the default build values being zeros, I also fixed the mana values could get negative. New version here: [url:1yxhyriw]http://downloads.orcishweb.com/koraxdev/ScatteredEvil/KoraxRPG_20091219.zip EDIT: Saha has seen the current version, he says he'll begin working on the quest and post his progress ASAP.
Sun, 20 Dec 2009 12:36:19

RambOrc

The two suggestions you made are actually described in the concept document I think. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> The new build fixes some of the problems, right now the only major problem I see is a new travel map lump that actually transfers you between the 3 locations of MS3.
Mon, 21 Dec 2009 10:09:03

Crimson Wizard

[quote="Firebrand":ddrbte9q]OK, fixed the bugs on the maps Have you edited TravelMapScreen class? There are no changes on SVN. EDIT: I am adding map scrolling, so be careful and update SVN <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 21 Dec 2009 15:10:59

Firebrand

Nope, I didn't edited the TravelMapScreen class, I fixed the problems on a map editor <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. I'll be updating the SVN ASAP. Thanks for the notice!
Mon, 21 Dec 2009 19:54:13

Firebrand

I've got the travel map working for the locations on our little test, I've modified/added exits to the travelmap on all the maps we are using in the test, I also tracked down an annoying and random crash that happened on Vavoom under winblows if using the midi music device when changing maps <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. You can get the latest version of the test here: <!-- m --><a class="postlink" href="http://downloads.orcishweb.com/koraxdev/ScatteredEvil/KoraxRPG_20091221.zip">http://downloads.orcishweb.com/koraxdev ... 091221.zip</a><!-- m --> Enjoy! <!-- s8) --><img src="{SMILIES_PATH}/orccool.gif" alt="8)" title="Cool" /><!-- s8) --> IMHO the only thing left for the test is the quest itself, that we add some NPC that gives the quest and that the maps complete the "hunt" for it and send the player to the different locations available here <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 21 Dec 2009 20:55:57

RambOrc

Very good, MS3 is ready for pre-release internal testing. Any bugs reported by the evening of Wednesday 23rd will be considered for fixing so we can release publicly on the 27th.
Mon, 21 Dec 2009 21:03:44

Firebrand

I'll poke Sadadia to write something for the quest and try to update this version if something comes along <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 21 Dec 2009 21:37:29

Crimson Wizard

[quote="Firebrand":dxalflu2]IMHO the only thing left for the test is the quest itself, that we add some NPC that gives the quest and that the maps complete the "hunt" for it and send the player to the different locations available here <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. Practically this can be made using conversations only; if we need some quests list with quest status shown, something else should be done. There was some code I started to write for quests, I'll check it tomorrow.
Mon, 21 Dec 2009 22:07:36

Firebrand

Just a way to list the quests should be enough for now, the rest can be done as you say. After this we can begin implementing a proper questing system <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 22 Dec 2009 08:20:13

RambOrc

No need to further update this topic as now the worst case scenario is to release the current build on the 27th, it's working fine already. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) --> Any further updates are nice but not required during the week (quest system is part of MS4). I have not found any major bugs this far nor did I get any crashes.
Sat, 26 Dec 2009 19:03:00

Crimson Wizard

So, are we releasing this or what? 1 day left. I tested and fixed quest parsing, now it should work properly.
Sat, 26 Dec 2009 19:21:18

RambOrc

Of course we do, on the 27th. Just upload the latest build tonight or tomorrow morning for me and I'll make it public.
Sat, 26 Dec 2009 19:31:00

Crimson Wizard

Well, I was just thinking, should there be any actual quest inserted in the game. Anyway, I need some time to fix few issues on travel map, so, Firbrand, if you are reading this, check SVN for updates. EDIT: allright, I did what I wanted. Only serious bugs I noticed so far: 1) Some ice stalagmites and stalaktites are substituted by player sprites. We had same bug in KA a while ago but I already forgot what was the reason there. 2) Travel map does not remember revealed roads, those roads that were hidden initially become hidden again after map is shown next time.
Sat, 26 Dec 2009 23:30:27

Firebrand

I don't know, should we fix those bugs before releasing this?
Sun, 27 Dec 2009 10:01:25

RambOrc

Yep I noticed 1) myself, I posted about it previously while testing earlier builds. The reason might be that they were replaced by 3D models but the models are missing from the distribution, I recall seeing 3D models of these rock formations in either KA or KRPG. 2) is not a bug per se IMO, for the next release I'll outline a few changes to the travel map behaviour in a thread once the alpha is out.
Sun, 27 Dec 2009 10:48:58

RambOrc

Yes the problem is 99% model related, given that I just discovered that all models are missing in the port city as well. From what I've seen now while checking out all maps, this is the only thing that needs fixing.
Sun, 27 Dec 2009 14:57:28

Firebrand

I will pack the KA model pack for KRPG and test if it works, the upload it as another package, so both can be merged <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Sun, 27 Dec 2009 15:23:11

Crimson Wizard

[quote="Firebrand":9dd9i1gt]I will pack the KA model pack for KRPG and test if it works, the upload it as another package, so both can be merged <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->. I don't get it. I thought KRPG has its own model pack.
Sun, 27 Dec 2009 15:40:29

Firebrand

Yes, it does, but I've fixed several offset problems for the models in KA, the initial package for KRPG models doesn't has these fixes, so we need to merge both, initially for this release we can use the KA model pack, I'll merge them ASAP <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sun, 27 Dec 2009 19:37:47

RambOrc

The release is live, I've set up several specific threads to manage information flow, the game info thread at <!-- l --><a class="postlink-local" href="http://www.korax-heritage.com/board/viewtopic.php?f=20&t=2167">viewtopic.php?f=20&t=2167</a><!-- l --> is locked but you should be able to edit posts, please fill out the posts reserved by your name and feel free to add or correct in any of the other posts and threads.

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